It is already knowledge that games themselves are good at motivating their players, usually by focusing on three main cores, time, rewards, and pleasure. The core of gamification is the user, in the case of gamification, being treated like a player, therefore any system that the player interacts with, how to motivate they are consequently driving the result of said system. This research aimed to analyze the application of the concept of avatar gamification in a digital platform. For this, analyzes of the profile of different users of this platform were carried out to find out if it was possible to identify the psychological profile of everyone according to the concepts of Bartles (1996). The result found indicates that, although the platform allows customization and priority level of what the user can demonstrate on their profile page, the available elements made it possible to identify trends for only three player profiles on the platform.
CITATION STYLE
Salomão, A., da Silva, B. D. P. P., Teixeira, J. M., Romeiro, N. C., & Vieira, M. L. H. (2022). STUDYING GAMIFICATION AS A TOOL FOR COLLECTING DATA. In Proceedings of the International Conferences on e-Society 2022 and Mobile Learning 2022 (pp. 123–130). IADIS Press. https://doi.org/10.33965/es_ml2022_202202l016
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